ionut27001andClaude Opus 5.5 dca67ae477 fix(libkernel): return kern.rng_pseudo in 64-byte blocks as measured on a PS5
In a payload process on a PS5 (firmware 12.70),
sysctlbyname("kern.rng_pseudo") answers a size query with 64 and gives
at most 64 bytes per call, up to a 65536-byte buffer. A buffer smaller
than 64 bytes gets as many bytes as its length and a null length gets
none, both with -1 and ENOMEM; a null buffer with a null length returns
0, and errno is kept when the call succeeds. Here the whole buffer was
filled, a size query threw and the length was never changed. The 64
random bytes are now drawn only for a read that passes both a buffer
and a length.

AI-assisted: yes

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 14:49:39 +03:00
2026-08-03 20:02:52 +03:00

About

Tool for automatic executables porting to Linux and Windows.

The relinker-only build runs on macOS, including Apple silicon.

Web converter - files stay on your device.

anyps5_collage1

Includes a relinker that converts executable to the target system's native format and implementations of system prx libraries suitable for dynamic linking. No emulation or separate runtime process.

Discord, Usage, Build instructions, Architecture, Technical debt of the project, code style conventions, contributing

Status

libraries shaders

progress map

Progress history

* System libraries: percentage of the functions known to the project so far (declared in core/libs/prx), not of every PS5 system function. The total grows as more functions are declared.

Unsupported or unexpected states strictly throw std::runtime_error. what() is printed to stderr and the process terminates.

The shader recompiler successfully produces SPIR-V (validated via Spirv-Tools when built with ANYPS5_ENABLE_SPIRV_TOOLS).

Compatibility

Per-game progress (stage reached, open blockers, libraries and GPU coverage) is tracked on the blocker map, a community project built from public GitHub data (source). Test reports go in the Game bring-up discussions, one thread per title.

Input mapping

SDL-mapped game controllers are supported, including analog sticks and triggers. Keyboard and mouse controls can be configured with an anyps5-input.ini file. See input mapping for the supported devices and configuration format.

Disclaimer

This project is intended for interoperability, research, preservation, and compatibility purposes. It does not include, distribute, or require copyrighted software, firmware, cryptographic keys, or proprietary libraries. Users are responsible for ensuring that any binaries used with this project are obtained and used in accordance with applicable laws and their respective license terms.

License

This project is licensed under the GNU General Public License version 2 only.

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C++ 91.6%
Python 5.7%
CMake 2.4%
JavaScript 0.2%